* CEV-Eris SMES sprite as RSI. Has been modified so that the light overlay states use alpha blending. * Add tiny glow to SMES display sprite. * Appearances work v2 * More WiP * RoundToLevels works correctly on even level counts now. * SMES -> Smes because MS guidelines. * CEV-Eris APC sprite. * APC visuals. * Reduce SMES scale again to normal levels. * Update submodule
188 lines
7.4 KiB
C#
188 lines
7.4 KiB
C#
using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Power;
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using Content.Server.GameObjects.Components.Interactable.Tools;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Placement;
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using SS14.Server;
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using SS14.Server.Interfaces;
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using SS14.Server.Interfaces.Chat;
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using SS14.Server.Interfaces.Maps;
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using SS14.Server.Interfaces.Player;
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using SS14.Server.Player;
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using SS14.Shared.Console;
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using SS14.Shared.ContentPack;
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using SS14.Shared.Enums;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Map;
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using SS14.Shared.Interfaces.Timers;
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using SS14.Shared.IoC;
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using SS14.Shared.Log;
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using SS14.Shared.Map;
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using SS14.Shared.Timers;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.Maths;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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namespace Content.Server
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{
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public class EntryPoint : GameServer
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{
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private IBaseServer _server;
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private IPlayerManager _players;
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private bool _countdownStarted;
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/// <inheritdoc />
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public override void Init()
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{
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base.Init();
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_server = IoCManager.Resolve<IBaseServer>();
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_players = IoCManager.Resolve<IPlayerManager>();
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_server.RunLevelChanged += HandleRunLevelChanged;
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_players.PlayerStatusChanged += HandlePlayerStatusChanged;
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_players.PlayerPrototypeName = "HumanMob_Content";
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var factory = IoCManager.Resolve<IComponentFactory>();
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factory.Register<HandsComponent>();
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factory.RegisterReference<HandsComponent, IHandsComponent>();
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factory.Register<InventoryComponent>();
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factory.Register<StoreableComponent>();
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factory.Register<ItemComponent>();
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factory.RegisterReference<ItemComponent, StoreableComponent>();
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factory.Register<ClothingComponent>();
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factory.RegisterReference<ClothingComponent, ItemComponent>();
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factory.Register<DamageableComponent>();
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factory.Register<DestructibleComponent>();
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factory.Register<TemperatureComponent>();
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factory.Register<ServerDoorComponent>();
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//Power Components
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factory.Register<PowerTransferComponent>();
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factory.Register<PowerProviderComponent>();
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factory.RegisterReference<PowerProviderComponent, PowerDeviceComponent>();
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factory.Register<PowerNodeComponent>();
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factory.Register<PowerStorageComponent>();
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factory.Register<PowerDeviceComponent>();
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factory.Register<PowerGeneratorComponent>();
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//Tools
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factory.Register<MultitoolComponent>();
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factory.Register<WirecutterComponent>();
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factory.Register<WrenchComponent>();
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factory.Register<WelderComponent>();
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factory.Register<ScrewdriverComponent>();
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factory.Register<CrowbarComponent>();
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factory.Register<HitscanWeaponComponent>();
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factory.Register<ProjectileWeaponComponent>();
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factory.Register<ProjectileComponent>();
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factory.Register<MeleeWeaponComponent>();
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factory.Register<ServerStorageComponent>();
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factory.Register<PowerDebugTool>();
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factory.Register<PoweredLightComponent>();
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factory.Register<SmesComponent>();
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factory.Register<ApcComponent>();
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}
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/// <inheritdoc />
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protected override void Dispose(bool disposing)
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{
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if (disposing)
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{
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_server.RunLevelChanged -= HandleRunLevelChanged;
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_players.PlayerStatusChanged -= HandlePlayerStatusChanged;
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}
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base.Dispose(disposing);
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}
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private static void HandleRunLevelChanged(object sender, RunLevelChangedEventArgs args)
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{
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switch (args.NewLevel)
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{
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case ServerRunLevel.PreGame:
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var timing = IoCManager.Resolve<IGameTiming>();
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var mapLoader = IoCManager.Resolve<IMapLoader>();
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var mapMan = IoCManager.Resolve<IMapManager>();
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var newMap = mapMan.CreateMap();
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var grid = mapLoader.LoadBlueprint(newMap, "Maps/stationstation.yml");
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IoCManager.Resolve<IPlayerManager>().FallbackSpawnPoint = new GridLocalCoordinates(Vector2.Zero, grid);
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var startTime = timing.RealTime;
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var timeSpan = timing.RealTime - startTime;
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Logger.Info($"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round loaded!");
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break;
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case ServerRunLevel.Game:
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IoCManager.Resolve<IPlayerManager>().SendJoinGameToAll();
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round started!");
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break;
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case ServerRunLevel.PostGame:
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Round over!");
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break;
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}
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}
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private void HandlePlayerStatusChanged(object sender, SessionStatusEventArgs args)
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{
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switch (args.NewStatus)
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{
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case SessionStatus.Connected:
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{
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// timer time must be > tick length
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Timer.Spawn(250, args.Session.JoinLobby);
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined server!", args.Session.Index);
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}
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break;
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case SessionStatus.InLobby:
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{
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// auto start game when first player joins
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if (_server.RunLevel == ServerRunLevel.PreGame && !_countdownStarted)
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{
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_countdownStarted = true;
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Timer.Spawn(2000, () =>
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{
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_server.RunLevel = ServerRunLevel.Game;
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_countdownStarted = false;
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});
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}
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Lobby!", args.Session.Index);
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}
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break;
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case SessionStatus.InGame:
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{
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//TODO: Check for existing mob and re-attach
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IoCManager.Resolve<IPlayerManager>().SpawnPlayerMob(args.Session);
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Game!", args.Session.Index);
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}
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break;
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case SessionStatus.Disconnected:
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{
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IoCManager.Resolve<IChatManager>().DispatchMessage(ChatChannel.Server, "Gamemode: Player left!", args.Session.Index);
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}
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break;
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}
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}
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}
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}
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